Fighter
Base Class: Fighter

Rare are those who wield the power of Sol, a mystical energy that mirrors the radiant brilliance of the sun itself. Knowledge of Sol is jealously guarded by a select few who train in its ways, imparting its secrets only to those deemed worthy. Though Sol's origins are not divine, its influence is as awe-inspiring as any deity's light.

Legend speaks of a valiant warrior who dared to challenge a corrupt god, wielding the blazing fury of Sol to strike down the tyrant and claim their divine mantle. In doing so, this hero became a beacon of hope, a guardian of light, and granted a fraction of their celestial power to the knights who followed in their footsteps.

Those who master the ways of Sol become Sol Knights, harnessing the energy of the sun itself to fuel their prowess in battle. With each strike, they unleash radiant power, burning away darkness and illuminating even the world's darkest corners. Theirs is a path of strength, resilience, and unwavering resolve, as they stand as beacons of hope against the encroaching shadows.

But beware, for with great power comes great responsibility. The Sol Knight must temper their might with wisdom, lest they succumb to the blinding brilliance of their own radiance. They walk a fine line between heroism and hubris, for the power of Sol is as unforgiving as it is empowering.

In the annals of history, the tales of Sol Knights shine brightly, a testament to the indomitable spirit of those who dare to wield the sun's fury in the name of righteousness.

Solar Charge

You gain the ability to channel solar energy through intense focus. You can store up to a certain amount of energy, represented by "Solar Charges." You can expend a bonus action to gain one Solar Charge. You can store up to a number of Solar Charges equal to your Wisdom modifier plus their proficiency bonus.

Radiant Strike

you can expend a Solar Charge to infuse your attacks with radiant energy, dealing an additional 1d6 radiant damage when you hit.

Additionally, you can choose to additional Solar Charges to burn the target, dealing extra fire damage on the creature's next turn. The damage of the additional fire damage increases based on the number of Solar Charges expended. For example:

  • 2 Solar Charges: The target takes an additional 1d6 fire damage on its next turn.
  • 3 Solar Charges: The target takes an additional 2d6 fire damage on its next turn.
  • 4 Solar Charges: The target takes an additional 3d6 fire damage on its next turn.

And so forth, with the fire damage increasing by 1d6 for each additional Solar Charge expended.

Solar Surge

you gain the ability to channel an intense surge of solar energy, allowing you to charge your Solar Charges to their maximum capacity. As a bonus action, you can expend a use of your second wind to infuse yourself with the power of the sun, instantly charging your Solar Charges to their maximum limit.

Solar Sheild

At 7th level, you gain the ability to channel the protective power of Sol through your Solar Charges, creating a solar shield that grants temporary hit points to yourself and others. As an action, you can expend a number of Solar Charges to create a protective aura, granting temporary hit points to yourself and creatures of your choice within 15 feet of you for up to 1 minute, requiring concentration. The total temporary hit points granted equal the number of Solar Charges expended plus your Wisdom modifier, forming a pool that you can divide among creatures within the range. Roll a number of d6 equal to the number of Solar Charges expended to determine the total amount of temporary hit points granted. Additionally, creatures affected by this feature gain resistance to radiant damage.

Sunlit Vigor:

Starting at 7th level, you gain enhanced abilities while basking in sunlight. While you are in direct sunlight, or when affected by a Solar Shield, you gain the following benefits:

  • Your movement speed increases by 10 feet.
  • You can add your Wisdom modifier to the damage of your melee weapon attacks.
  • Additionally, while in direct sunlight or affected by a Solar Shield, you regain hit points equal to half your Wisdom modifier (rounded down) at the start of each of your turns.

Solar Flare

Starting at 10th level, you gain the ability to unleash a blinding burst of solar energy, overwhelming your foes with radiant power. Once per long rest, as an action, you can expend half of your current Solar Charges (rounded down) to unleash a Solar Flare in a 15-foot radius centered on yourself. Each creature within the area must make a Constitution saving throw against your spell save DC. On a failed save, they are blinded until the end of their next turn and take a number of d10 radiant damage equal to the number of Solar Charges expended. On a successful save, they take half damage and are not blinded.

Solar Enchancements

Starting at 15th level, your unwavering connection to the sun infuses you with boundless vitality, granting enhanced strength, agility, and durability based on the Solar Charges you have stored. As a bonus action, you can tap into the reservoir of solar energy within you, gaining temporary hit points and other benefits based on the number of Solar Charges you currently have stored:

  • 1 to 3 Solar Charges: You gain temporary hit points equal to your fighter level.
  • 4 to 6 Solar Charges: In addition to the temporary hit points, you gain advantage on Strength and Dexterity saving throws.
  • 7 or more Solar Charges: In addition to the previous benefits, your movement speed increases by 10 feet, and your melee weapon attacks score a critical hit on a roll of 19 or 20.

These enhancements last for 1 minute, after which they fade, and any remaining temporary hit points are lost. If you already have temporary hit points from the Solar Shield feature, the temporary hit points gained from this feature stack with them. However, if you go below the number of Solar Charges required for a specific enhancement during the duration of this feature, that enhancement stops.

Radiant Empowerment

Starting at 18th level, you gain the ability to extend the effects of your Radiant Strike feature to a number of willing creatures equal to your Wisdom modifier that you can see. When you use your Radiant Strikes ability, you can choose to extend its effects to these creatures. On their next successful attack, they unleash the stored radiant energy, applying all effects of your Radiant Strikes ability to their attack.

Solar Ascendancy

At 18th level, you attain the pinnacle of solar power, becoming a beacon of radiant energy. While you have Solar Charges remaining, you gain temporary hit points at the start of each of your turns equal to your proficiency bonus. Additionally, you become immune to radiant damage. Furthermore, the passage of time slows for you, aging at a rate four times slower than normal. Furthermore, your weapon attacks now deal an additional 1d10 radiant damage without expending a Solar Charge.

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